Awaken the Ancient 1RRR
Enchantment - Aura Rare
Enchant Mountain
Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land. Some days you stand to greet the horizon Other days the horizon stands to greet you.
Jaime Jones 126/249
Granting haste is pretty weird. As long as you don't enchant a land you just played, it adds nothing, and you can always use your newest land to pay for the spell instead. I guess it would matter if you had 3 Rootbound Crags in play and drew a mountain but that's still kind of odd.
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Modern: U Merfolk (in progress)
Legacy: RBurn
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a 7/7 on turn 5 sounds pretty awesome and actually something red decks wouldnt always mind tapping out for.
chandras phoenix is still a better choice but this is deff interesting. since we are losing hellrider, stromkirk noble, and stonewright, we are going to need smaller creatures more so than larger ones.
Granting haste is pretty weird. As long as you don't enchant a land you just played, it adds nothing, and you can always use your newest land to pay for the spell instead. I guess it would matter if you had 3 Rootbound Crags in play and drew a mountain but that's still kind of odd.
They give it haste for the Magic Online players who always misclick and animate the land they just played (myself included).
Granting haste is pretty weird. As long as you don't enchant a land you just played, it adds nothing, and you can always use your newest land to pay for the spell instead. I guess it would matter if you had 3 Rootbound Crags in play and drew a mountain but that's still kind of odd.
It just avoids silly errors. I've seen that mistake being made on MTGO quite a few times.
Anyway, it's a fun card. Essentially an 7/7 haster for 5 mana. Although it gets hit by removal harder than most. Still, I'm sure casual players will love it.
I thought enchant mountain cards reached its peak until this card
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P1: Tap out, play my Aura.
P2: Kill land with any removal spell, Time Walk you in a thousand ways.
???
People think this is good?
They should.
Red decks typically don't need a lot of lands, so even if they have the removal spell, it's not really that big a deal. And if they don't, you have yourself a permanent, better Ball Lightning. (Well without trample, but better p/t wise)
This is fine as a card dropped directly after your opponent wraths, but probably isn't any good beyond that. This is not the 5-drop Mono-red is looking for for when Thundermaw rotates.
i don't think it is an obvious card to be played, but it will probably be, because even if you don't hit 5th land you can play it. also, it is very nice in design, and i hope that someday magic will have more diversity of enchantments and artifacts being played in standard, cards like this one.
I think the flavor and artwork for this card is amazing. I wouldn't mind seeing this in limited if I'm heavy into red. But outside of that, I'd hate for this to be my rare in a booster.
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"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."
-Thorin Oakenshield
The Hobbit
J.R.R. Tolkien
Red decks typically don't need a lot of lands, so even if they have the removal spell, it's not really that big a deal. And if they don't, you have yourself a permanent, better Ball Lightning. (Well without trample, but better p/t wise)
Ball Lightning is good because it has trample and it comes down before most decks have played significant creatures.
This comes down in the mid game, when most decks will have mid-sized creatures. This has no evasion, so it will be chump-blocked if it cannot be removed. The instances where this is a "take 7" are relatively minor, and it is not an aggro card like Ball Lightning.
That said, it is fun and could be strong in the right red-heavy midrange deck. But I certainly wouldn't run this is RDW.
Ball Lightning is good because it has trample and it comes down before most decks have played significant creatures.
This comes down in the mid game, when most decks will have mid-sized creatures. This has no evasion, so it will be chump-blocked if it cannot be removed. The instances where this is a "take 7" are relatively minor, and it is not an aggro card like Ball Lightning.
That said, it is fun and could be strong in the right red-heavy midrange deck. But I certainly wouldn't run this is RDW.
People played Devastating Summons in RDW. This is arguably better.
Kinda wished this said "if enchanted mountain is tapped, untap it, it gains haste" rather than how it is now. Otherwise a fun card, but don't know how well it will do in standard. Will have to see once things rotate
The "dies to removal" argument is is pointless, everything does unless it has hexproof or some other random shenanigans. It's a big hasty guy fairly early on. Although I can only see it in a deck that can get him out a turn early with something like Arbor Elf
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Awaken the Ancient 1RRR
Enchantment - Aura Rare
Enchant Mountain
Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
Some days you stand to greet the horizon Other days the horizon stands to greet you.
Jaime Jones 126/249
Modern: U Merfolk (in progress)
Legacy: RBurn
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
STANDARD:
RRRMono RedRRR
MODERN:
BGBeatdown ElvesBG
GWDevoted Druid ComboGW
EDH:
URGMaelstrom WandererURG
BBBSheoldred, Whispering OneBBB
BGNath of the Gilt-LeafBG
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chandras phoenix is still a better choice but this is deff interesting. since we are losing hellrider, stromkirk noble, and stonewright, we are going to need smaller creatures more so than larger ones.
They give it haste for the Magic Online players who always misclick and animate the land they just played (myself included).
UW UW Gideon Control WU
UWR Loose Control RWU
GR Scapeshift RG
RU Storm UR
It just avoids silly errors. I've seen that mistake being made on MTGO quite a few times.
Anyway, it's a fun card. Essentially an 7/7 haster for 5 mana. Although it gets hit by removal harder than most. Still, I'm sure casual players will love it.
If so, LD on the rise?
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Why would i use LD on it when I can now use (almost invariably more efficient) creature destruction?
LD fanatics just want to cling on everything they can. Let them dream
EDH is a CASUAL format. Get with the program, or GTFO.
Stick it on a Stomping ground for some Arbor Elf shenanigans.
P1: Tap out, play my Aura.
P2: Kill land with any removal spell, Time Walk you in a thousand ways.
???
People think this is good?
Make the white queen run so fast, she hasn't got time to make you wise.
Pilot of the storm who leaves no trace, like thoughts inside a dream.
Doctor, my eyes, tell me what you see. I hear their cries... just say if it's too late for me.
Doctor, my eyes...cannot see the sky. Is this the prize for having learned how not to cry?
They should.
Red decks typically don't need a lot of lands, so even if they have the removal spell, it's not really that big a deal. And if they don't, you have yourself a permanent, better Ball Lightning. (Well without trample, but better p/t wise)
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i don't think it is an obvious card to be played, but it will probably be, because even if you don't hit 5th land you can play it. also, it is very nice in design, and i hope that someday magic will have more diversity of enchantments and artifacts being played in standard, cards like this one.
-Thorin Oakenshield
The Hobbit
J.R.R. Tolkien
Ball Lightning is good because it has trample and it comes down before most decks have played significant creatures.
This comes down in the mid game, when most decks will have mid-sized creatures. This has no evasion, so it will be chump-blocked if it cannot be removed. The instances where this is a "take 7" are relatively minor, and it is not an aggro card like Ball Lightning.
That said, it is fun and could be strong in the right red-heavy midrange deck. But I certainly wouldn't run this is RDW.
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People played Devastating Summons in RDW. This is arguably better.
Ball Lightning's not even good.
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